It's the time of the year where few of our hardcore game developers actually noticed that it got a bit darker and colder outside. Some of you may even have noticed that summer-time is over. But what does it all mean? How does it correlate with the end of the world later this year? These and more of such questions will not be answered in this topic, I will however use it to announce the upcoming Java4K competition!

As always, we're delighted with appel, who will streamline much of the competion on java4k.com which should, by now, be a household name in your parents basement. In our long-term joint effort, JGO will be the focal point of an ever growing number of work-in-progress topics on this board (not to be confused with the WIP board).

Some of you may wonder why we'd build the hype this early this year. Again, does it have to do with our shared sense of impending doom? I like to presume I'm not allowed to disclose such matters. I can however reveal to you that we've had a huge influx of newbies awesome members this year, who might be oblivious to our annual competition.

Therefore I urge you to stock up on energy drinks, clear your schedule in the upcoming holidays and surprise us with your smallest creations. We can only imagine what you'll come up with in the upcoming weeks, as there are only [\countdown/]1354384843[/countdown\] until the contest officially starts!

Hi, appreciate more people! Σ ♥ = ¾Learn how to award medals... and work your way up the social rankings!

The 4k contest started here on JGO in 2002 (contest 2002-2003) so this is the 10th anniversary of the contest. Hopefully we'll see something new this time around.

I'd like your ideas on what we can do to shake things up a bit. I already have some ideas but nothing rock solid. Let's hear some ideas from you guys first, ideas on website, ideas on judging process, ideas on contest itself, etc.

Whoa, that was faster than I expected. I did quite a bit of work with appel earlier trying to find all the games that were not working. Hopefully, some of the people who worked on 4K games in the past will come and take a look at the new stuff. I have a few suggestions...

Website

Actually, if there was a way to flag games that were not working, it would be helpful in keeping the site organized. A little banner on the front page, as well as a way for people to restore the broken games would be nice.

Judging

I actually like the judging process as it is. The judges take time to dissect your game and give it a good, fair, and clean review. I don't mind waiting a bit longer in the judging period to get that feedback. I think the deadline for the judging should be pushed back with how many game entries were put in the year.

Contest

I had a small idea to introduce a little community based award system. The awards would be split into 4 categories that will help promote games people in the past competitions wanted to see. The categories were "Technical, Presentation, Originality, Symphony". A little medal on the game would be used to signify it.

However, I'll leave all the decision making to appel. I guess all that is left now is to start creating some games for this competition. I will definitely be in the running for 2013.

Why? I can't see that a java4k game would benefit from invokedynamic, because we minimise the number of methods we have, but I can see that the requirement to include StackMapTable attributes would penalise anyone who uses it.

Even if it was, you really think you could make a game with it? Meaning, doesn't it require much more code to just do stuff?

Not so far as I'm aware... it's pretty much orthogonal in capabilities to Java2D, and of course, you've got the use of Java2D too, as well as some potential for shader magic. Might be an interesting thing to try...

LWJGL16k on hiatus (again) due to complete lack of interest But still there. Maybe when I'm not so busy I'll get on and make something. I can't really do 4k though, don't have the obsession to code like I might have done 20 years ago... doing it for a living for your entire adult life sure takes it out of you.

Regarding the "10 year" thing, here is an idea: on top of the usual competition, there is a special "challenge" for devs, which is to produce a sequel to any previous Java4K entry. Optionally the entrants could not only compete in the normal compo, but also be ranked in this special "10 Year Challenge category", with specific rankings (based on special criteria ?).

About the judging, while I enjoy the current system, I understand it might be a bit tiring for those judges. My opinion would be to slightly improve it by:* Asking the judges to write a review for only part of the games (they'll still have to rate them all)* Having more judges, so that every game can still get enough reviews - and even more ratings.

I'd like your ideas on what we can do to shake things up a bit. I already have some ideas but nothing rock solid. Let's hear some ideas from you guys first, ideas on website, ideas on judging process, ideas on contest itself, etc.

Could we have a way to view a game's details without launching the game? It's a small thing, but with the old web start games you could check out a game without it counting towards the download count (if I recall correctly.) Also, I felt bad that going to my games' pages to check for comments artificially upped my dl counters. Actually, email notification of comments on our games would be a nice feature too.

Judging seemed to work well last year. I'm sure it was burdensome on the judges, but as a developer it was great to get that level of feedback.

I vote for Java 7 too, solely because I've gotten used to some of the new syntax, like generics type inference:

1

Map<String, List<String>> myMap = newHashMap<>();

I've never looked closely at lwjgl, but Google reminds me that it provides support for game controllers. I'd build a 4K space shooter sim if I could use my joystick to drive it!

Yes, LWJGL has quite a few useful thingies that would make life for 4K developers nice, even without using OpenGL. For example OpenAL = reliable sound with very few API calls (and hence, probably less bytes, provided you generate your sound algorithmically). And the game controller stuff and other IO APIs, again, nice and simple. Not to mention stuff like main loops and display setup are all trivial in LWJGL. Food for thought. Maybe could convince appel to try it as an experiment for this anniversary year?

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